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Blue D-Machine

    Deck ID: 22243

    Author: Karl "yammosk" Walker

    Title: Blue D-Machine

    Side: Dark

    Date Published: 2002-03-19

    Description:
    This deck beats the opponent by limiting thier ability to disturb your strategy.

    Rating:
    4.5

    Cards:

    '(Starting)-9

    Endor Operations

    Endor

    Endor bunker

    Endor Landing platform

    Prep. Def.

    Mob points/YCHF

    Conduct your search

    Crush

    Fear - sideboard


    (Locations)-6

    Endor Back Door

    Endor Dark Forest

    Endor Forest Clearing

    Rendili

    Sullust

    Kessel


    (Characters)-12

    Grand Admiral Thrawn x2

    Admiral Piett x2

    Darth Maul with double-Saber x2

    Lord Vader x2

    Commander Merijk

    4-LOM with Concussion rifle

    Boba Fett, BH

    Emperor Palpatine

    Janus Greejatus


    (Vehicles)-6

    Tempest Scout 1

    Tempest Scout 2

    Tempest Scout 3

    Tempest Scout 4

    Tempest Scout 5

    Tempest Scout 6


    (Weapons)-2

    Vader’s lightsaber x2


    (Devices)-1

    Fusion Generator Tanks(virtual)


    (Ships)-6

    Executor

    Chimaera

    Zuckuss in Mist Hunter

    IG-88 in IG-2000

    Dengar in Punishing One

    Bossk in Hounds Tooth


    (Inturrupts)-16

    Overload

    Evader/Monnok x2

    I’d just as soon kiss a wookie x3

    Imperial Barrier x2

    Sense/UITF x2

    Alter/CD

    Defensive Fire/Hutt smootch x2

    Nemoidian Advizor


    (Effects)-4

    Perimeter patrol

    Ominous Rumors

    Establish Secret Base

    IAO/SP


    (Admirals Orders)

    Combat Response x2



    '

    Strategy: '

    Setup- draw either the executor or Rendili as your first action with priority on Rendili. Then use that MP combo to draw Perimeter Patrol. Then draw out the Back Door and you should have good first turn activation.(Except that your opponent does too.)

    The object is to get control of the planet sights first. This deck makes it easy because it limits the opponent in the following way

    -they can not draw more than one battle destiny

    -they can not block or modify your drains

    -they will have a hard time deploying to attack

    -they have to wait to attack giving you time to set up

    Now these may seem like only slightly good bonuses, but they allow you to set up big drains that the opponent can do nothing about. You can wear them down with constant little attacks. Use the Monnoks to keep them on their toes when it comes to their hand. Use Imperial Barrier and IJASKAW to delay key characters and make the strategy wait a turn more. And use the characters in small surgical strikes, these are expendible characters. With the bonus you have on Endor the AT-STs (pull with AO)can hold the planet, they all react and PP is going to keep away surprises. Speaking of surprises watch out for Nubrein Lieds, that is why the IAO and Senses can be useful.

    The point of the deck is you need very few recources to set up your offensive damage strikes. And you can use whats left to try and keep the opponent away from those cards.

    Space is pretty much secure. Limiting their destiny makes power the key to the systems and that is what you have.

    Please review my deck, include some comments, and I look forward to your insight. Thanks '

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